Aged Archviz Damaged Old Paint Plaster Substance — Seamless PBR Texture free download

. Formats: PNG . Free for personal & commercial use.

Preview — Aged Archviz Damaged Old Paint Plaster Substance — Seamless PBR Texture

IDaged-archviz-damaged-old-paint-plaster-substance
Plastic
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This aged archviz damaged old paint plaster substance texture captures the authentic complexity of weathered wall surfaces combining mineral-based plaster with residual layers of oxidized paint. The base substrate consists primarily of porous mineral aggregates bound by a traditional lime or cement binder that has naturally degraded over time. Fine cracks chips and flaking paint pigments reveal the layered structure while subtle variations in grain orientation and surface porosity contribute to the material’s tactile realism. The surface finish is matte and rough with a naturally eroded patina emphasizing the effects of prolonged exposure to environmental elements on both plaster and paint layers. Colorants include muted earth tones and faded oxide pigments that retain a consistent response across lighting conditions mirroring the visual characteristics of aged walls in architectural visualization projects.

This seamless PBR texture set is carefully prepared for physically based rendering workflows and includes all common maps essential for realistic material representation: BaseColor (Albedo) captures the nuanced color variations of old plaster and peeling paint Normal maps simulate fine surface irregularities and cracks Roughness channels define surface micro-roughness for accurate light diffusion and Height/Displacement maps highlight depth variations caused by erosion and damage. The Metallic map remains minimal to reflect the non-metallic nature of plaster and paint while Ambient Occlusion enhances shadowing in crevices and chipped areas to add depth and dimensionality. Rendered at up to 8K resolution this texture is optimized for use in Blender Unreal Engine and Unity ensuring sharp detail even on large-scale wall applications.

For practical use it is recommended to carefully adjust UV scale to maintain the balance between visible surface detail and tiling repeat especially for expansive architectural surfaces. Slight tuning of the roughness map can enhance realism by adapting the surface reflectivity to different lighting setups or weathering states. This material is ideal for designers and visualization professionals seeking to add authentic aged wall surfaces with damaged paint and plaster details blending seamlessly in real-time and offline rendering environments. Attribution is appreciated but not required and the texture has been curated for quality and consistency to support efficient look-development workflows.

How to Use These Seamless PBR Textures in Blender

This guide shows how to connect a full PBR texture set to Principled BSDF in Blender (Cycles or Eevee). Works with any of our seamless textures free download, including PBR PNG materials for Blender / Unreal / Unity.

What’s inside the download

  • *_albedo.png — Base Color (sRGB)
  • *_normal.png — Normal map (Non-Color)
  • *_roughness.png — Roughness (Non-Color)
  • *_metallic.png — Metallic (Non-Color)
  • *_ao.png — Ambient Occlusion (Non-Color)
  • *_height.png — Height / Displacement (Non-Color)
  • *_ORM.png — Packed map (R=AO, G=Roughness, B=Metallic, Non-Color)

Quick start (Node Wrangler, 30 seconds)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. Press Ctrl + Shift + T and select the maps albedo, normal, roughness, metallic (skip height and ORM for now) → Open. The addon wires Base Color, Normal (with a Normal Map node), Roughness, and Metallic automatically.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. Ambient Occlusion (AO):
    • Add a MixRGB (or Mix Color) node in mode Multiply.
    • Input A = albedo, Input B = ao, Factor = 1.0.
    • Output of Mix → Base Color of Principled (replaces the direct albedo connection).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. Set Strength = 0.2–0.5, Distance = 0.05–0.1, and connect Normal output to Principled’s Normal.

Using the packed ORM texture (optional)

Instead of separate AO/Roughness/Metallic maps you can use the single *_ORM.png:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. For scale/repeat, add Texture Coordinate (UV)Mapping and plug it into all texture nodes. Increase Mapping → Scale (e.g., 2/2/2) to tile more densely.

Recommended starter values

  • Normal Map Strength: 0.5–1.0
  • Bump Strength: ~0.3
  • Displacement Scale (Cycles): ~0.03

Common pitfalls

  • Wrong Color Space (normals/roughness/etc. must be Non-Color).
  • “Inverted” details → enable Invert Y on the Normal Map node.
  • Over-strong relief → lower Displacement Scale or Bump Strength.

Example: Download Wood Textures and instantly apply parquet or rustic planks inside Blender for architectural visualization.

To add the downloaded texture, go to Add — Texture — Image Texture.



Add a node and click the Open button.



Select the required texture on your hard drive and connect Color to Base Color.


AITEXTURED Tools

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